/** * Copyright 2010-2023 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.graph.ui.gl; import java.util.ArrayList; import java.util.List; import com.jogamp.nativewindow.NativeWindowException; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GLProfile; import com.jogamp.opengl.fixedfunc.GLMatrixFunc; import com.jogamp.graph.curve.OutlineShape; import com.jogamp.graph.curve.Region; import com.jogamp.graph.curve.opengl.GLRegion; import com.jogamp.graph.curve.opengl.RegionRenderer; import com.jogamp.graph.geom.Vertex; import com.jogamp.graph.geom.Vertex.Factory; import com.jogamp.graph.geom.plane.AffineTransform; import com.jogamp.newt.event.GestureHandler.GestureEvent; import com.jogamp.newt.event.GestureHandler.GestureListener; import com.jogamp.newt.event.MouseAdapter; import com.jogamp.newt.event.NEWTEvent; import com.jogamp.newt.event.PinchToZoomGesture; import com.jogamp.newt.event.MouseEvent; import com.jogamp.newt.event.MouseListener; import com.jogamp.opengl.math.FloatUtil; import com.jogamp.opengl.math.Quaternion; import com.jogamp.opengl.math.VectorUtil; import com.jogamp.opengl.math.geom.AABBox; import com.jogamp.opengl.util.PMVMatrix; /** * GraphUI Shape *

* A shape includes the following build-in user-interactions * - drag shape w/ 1-pointer click, see {@link #setDraggable(boolean)} * - resize shape w/ 1-pointer click and drag in 1/4th bottom-left and bottom-right corner, see {@link #setResizable(boolean)}. *

*

* GraphUI is GPU based and resolution independent. *

*

* GraphUI is intended to become an immediate- and retained-mode API. *

* @see Scene */ public abstract class Shape { public static interface Listener { void run(final Shape shape); } public static final boolean DRAW_DEBUG_BOX = false; private static final boolean DEBUG = false; protected static final int DIRTY_SHAPE = 1 << 0 ; protected static final int DIRTY_STATE = 1 << 1 ; protected final Factory vertexFactory; private final int renderModes; protected final AABBox box; protected final AffineTransform tempT1 = new AffineTransform(); protected final AffineTransform tempT2 = new AffineTransform(); protected final AffineTransform tempT3 = new AffineTransform(); protected final AffineTransform tempT4 = new AffineTransform(); protected final float[] position = new float[] { 0f, 0f, 0f }; protected final Quaternion rotation = new Quaternion(); protected final float[] rotOrigin = new float[] { 0f, 0f, 0f }; protected final float[] scale = new float[] { 1f, 1f, 1f }; protected GLRegion region = null; protected int regionQuality = Region.MAX_QUALITY; protected List dirtyRegions = new ArrayList(); protected int dirty = DIRTY_SHAPE | DIRTY_STATE; protected float shapesSharpness = OutlineShape.DEFAULT_SHARPNESS; /** Default base-color w/o color channel, will be modulated w/ pressed- and toggle color */ protected final float[] rgbaColor = {0.75f, 0.75f, 0.75f, 1.0f}; /** Default pressed color-factor w/o color channel, modulated base-color. 0.75 * 1.2 = 0.9 */ protected final float[] pressedRGBAModulate = {1.2f, 1.2f, 1.2f, 0.7f}; /** Default toggle color-factor w/o color channel, modulated base-color. 0.75 * 1.13 ~ 0.85 */ protected final float[] toggleOnRGBAModulate = {1.13f, 1.13f, 1.13f, 1.0f}; /** Default toggle color-factor w/o color channel, modulated base-color. 0.75 * 0.86 ~ 0.65 */ protected final float[] toggleOffRGBAModulate = {0.86f, 0.86f, 0.86f, 1.0f}; private int name = -1; private boolean down = false; private boolean toggle = false; private boolean toggleable = false; private boolean draggable = true; private boolean resizable = true; private boolean enabled = true; private ArrayList mouseListeners = new ArrayList(); private Listener onMoveListener = null; public Shape(final int renderModes) { this.vertexFactory = OutlineShape.getDefaultVertexFactory(); this.renderModes = renderModes; this.box = new AABBox(); } /** Set a symbolic name for this shape for identification. Default is -1 for noname. */ public final void setName(final int name) { this.name = name; } /** Return the optional symbolic name for this shape. */ public final int getName() { return this.name; } /** Returns true if this shape is enabled and hence visible, otherwise false. */ public final boolean isEnabled() { return enabled; } /** Enable or disable this shape, i.e. its visibility. */ public final void setEnabled(final boolean v) { enabled = v; } private final void clearDirtyRegions(final GL2ES2 gl) { for(final GLRegion r : dirtyRegions) { r.destroy(gl); } dirtyRegions.clear(); } /** * Clears all data and reset all states as if this instance was newly created * @param gl TODO * @param renderer TODO */ public final void clear(final GL2ES2 gl, final RegionRenderer renderer) { clearImpl(gl, renderer); clearDirtyRegions(gl); if( null != region ) { region.clear(gl); } position[0] = 0f; position[1] = 0f; position[2] = 0f; rotation.setIdentity(); rotOrigin[0] = 0f; rotOrigin[1] = 0f; rotOrigin[2] = 0f; scale[0] = 1f; scale[1] = 1f; scale[2] = 1f; box.reset(); markShapeDirty(); } /** * Destroys all data * @param gl * @param renderer */ public final void destroy(final GL2ES2 gl, final RegionRenderer renderer) { destroyImpl(gl, renderer); clearDirtyRegions(gl); if( null != region ) { region.destroy(gl); region = null; } position[0] = 0f; position[1] = 0f; position[2] = 0f; rotation.setIdentity(); rotOrigin[0] = 0f; rotOrigin[1] = 0f; rotOrigin[2] = 0f; scale[0] = 1f; scale[1] = 1f; scale[2] = 1f; box.reset(); markShapeDirty(); } public final void onMove(final Listener l) { onMoveListener = l; } public final void moveTo(final float tx, final float ty, final float tz) { position[0] = tx; position[1] = ty; position[2] = tz; if( null != onMoveListener ) { onMoveListener.run(this); } // System.err.println("Shape.setTranslate: "+tx+"/"+ty+"/"+tz+": "+toString()); } public final void move(final float tx, final float ty, final float tz) { position[0] += tx; position[1] += ty; position[2] += tz; if( null != onMoveListener ) { onMoveListener.run(this); } // System.err.println("Shape.translate: "+tx+"/"+ty+"/"+tz+": "+toString()); } /** Returns float[3] position, i.e. translation. */ public final float[] getPosition() { return position; } /** Returns float[3] rotation in degrees. */ public final Quaternion getRotation() { return rotation; } public final float[] getRotationOrigin() { return rotOrigin; } public final void setRotationOrigin(final float rx, final float ry, final float rz) { rotOrigin[0] = rx; rotOrigin[1] = ry; rotOrigin[2] = rz; } public final void setScale(final float sx, final float sy, final float sz) { scale[0] = sx; scale[1] = sy; scale[2] = sz; } public final void scale(final float sx, final float sy, final float sz) { scale[0] *= sx; scale[1] *= sy; scale[2] *= sz; } /** Returns float[3] scale factors */ public final float[] getScale() { return scale; } public final float getScaleX() { return scale[0]; } public final float getScaleY() { return scale[1]; } public final float getScaleZ() { return scale[2]; } /** * Marks the shape dirty, causing next {@link #draw(GL2ES2, RegionRenderer, int[]) draw()} * to recreate the Graph shape and reset the region. */ public final void markShapeDirty() { dirty |= DIRTY_SHAPE; } /** * Marks the rendering state dirty, causing next {@link #draw(GL2ES2, RegionRenderer, int[]) draw()} * to notify the Graph region to reselect shader and repaint potentially used FBOs. */ public final void markStateDirty() { dirty |= DIRTY_STATE; } private final boolean isShapeDirty() { return 0 != ( dirty & DIRTY_SHAPE ) ; } private final boolean isStateDirty() { return 0 != ( dirty & DIRTY_STATE ) ; } /** * Returns the unscaled bounding {@link AABBox} for this shape. * * The returned {@link AABBox} will only cover this unscaled shape * after an initial call to {@link #draw(GL2ES2, RegionRenderer, int[]) draw(..)} * or {@link #validate(GL2ES2)}. * * @see #getBounds(GLProfile) */ public final AABBox getBounds() { return box; } /** * Returns the scaled width of the bounding {@link AABBox} for this shape. * * The returned width will only cover the scaled shape * after an initial call to {@link #draw(GL2ES2, RegionRenderer, int[]) draw(..)} * or {@link #validate(GL2ES2)}. * * @see #getBounds() */ public final float getScaledWidth() { return box.getWidth() * getScaleX(); } /** * Returns the scaled height of the bounding {@link AABBox} for this shape. * * The returned height will only cover the scaled shape * after an initial call to {@link #draw(GL2ES2, RegionRenderer, int[]) draw(..)} * or {@link #validate(GL2ES2)}. * * @see #getBounds() */ public final float getScaledHeight() { return box.getHeight() * getScaleY(); } /** * Returns the unscaled bounding {@link AABBox} for this shape. * * This variant differs from {@link #getBounds()} as it * returns a valid {@link AABBox} even before {@link #draw(GL2ES2, RegionRenderer, int[]) draw(..)} * and having an OpenGL instance available. * * @see #getBounds() */ public final AABBox getBounds(final GLProfile glp) { validate(glp); return box; } public final int getRenderModes() { return renderModes; } public GLRegion getRegion(final GL2ES2 gl) { validate(gl); return region; } /** Experimental OpenGL selection draw command used by {@link Scene}. */ public void drawGLSelect(final GL2ES2 gl, final RegionRenderer renderer, final int[] sampleCount) { getRegion(gl).draw(gl, renderer, sampleCount); } /** * Renders {@link OutlineShape} using local {@link GLRegion} which might be cached or updated. *

* No matrix operations (translate, scale, ..) are performed. *

* @param gl the current GL object * @param renderer the used {@link RegionRenderer}, also source of {@link RegionRenderer#getMatrix()} and {@link RegionRenderer#getViewport()}. * @param sampleCount sample count if used by Graph renderModes */ public void draw(final GL2ES2 gl, final RegionRenderer renderer, final int[] sampleCount) { final float r, g, b, a; final boolean isPressed = isPressed(), isToggleOn = isToggleOn(); final boolean modBaseColor = !Region.hasColorChannel( renderModes ) && !Region.hasColorTexture( renderModes ); if( modBaseColor ) { if( isPressed ) { r = rgbaColor[0]*pressedRGBAModulate[0]; g = rgbaColor[1]*pressedRGBAModulate[1]; b = rgbaColor[2]*pressedRGBAModulate[2]; a = rgbaColor[3]*pressedRGBAModulate[3]; } else if( isToggleable() ) { if( isToggleOn ) { r = rgbaColor[0]*toggleOnRGBAModulate[0]; g = rgbaColor[1]*toggleOnRGBAModulate[1]; b = rgbaColor[2]*toggleOnRGBAModulate[2]; a = rgbaColor[3]*toggleOnRGBAModulate[3]; } else { r = rgbaColor[0]*toggleOffRGBAModulate[0]; g = rgbaColor[1]*toggleOffRGBAModulate[1]; b = rgbaColor[2]*toggleOffRGBAModulate[2]; a = rgbaColor[3]*toggleOffRGBAModulate[3]; } } else { r = rgbaColor[0]; g = rgbaColor[1]; b = rgbaColor[2]; a = rgbaColor[3]; } } else { if( isPressed ) { r = pressedRGBAModulate[0]; g = pressedRGBAModulate[1]; b = pressedRGBAModulate[2]; a = pressedRGBAModulate[3]; } else if( isToggleable() ) { if( isToggleOn ) { r = toggleOnRGBAModulate[0]; g = toggleOnRGBAModulate[1]; b = toggleOnRGBAModulate[2]; a = toggleOnRGBAModulate[3]; } else { r = toggleOffRGBAModulate[0]; g = toggleOffRGBAModulate[1]; b = toggleOffRGBAModulate[2]; a = toggleOffRGBAModulate[3]; } } else { r = rgbaColor[0]; g = rgbaColor[1]; b = rgbaColor[2]; a = rgbaColor[3]; } } renderer.getRenderState().setColorStatic(r, g, b, a); getRegion(gl).draw(gl, renderer, sampleCount); } protected GLRegion createGLRegion(final GLProfile glp) { return GLRegion.create(glp, renderModes, null); } /** * Validates the shape's underlying {@link GLRegion}. *

* If the region is dirty, it gets {@link GLRegion#clear(GL2ES2) cleared} and is reused. *

* @param gl current {@link GL2ES2} object * @see #validate(GLProfile) */ public final void validate(final GL2ES2 gl) { validateImpl(gl.getGLProfile(), gl); } /** * Validates the shape's underlying {@link GLRegion} w/o a current {@link GL2ES2} object *

* If the region is dirty a new region is created * and the old one gets pushed to a dirty-list to get disposed when a GL context is available. *

* @see #validate(GL2ES2) */ public final void validate(final GLProfile glp) { validateImpl(glp, null); } private final synchronized void validateImpl(final GLProfile glp, final GL2ES2 gl) { if( null != gl ) { clearDirtyRegions(gl); } if( isShapeDirty() || null == region ) { box.reset(); if( null == region ) { region = createGLRegion(glp); } else if( null == gl ) { dirtyRegions.add(region); region = createGLRegion(glp); } else { region.clear(gl); } addShapeToRegion(); region.setQuality(regionQuality); dirty &= ~(DIRTY_SHAPE|DIRTY_STATE); } else if( isStateDirty() ) { region.markStateDirty(); dirty &= ~DIRTY_STATE; } } /** * Setup the pre-selected {@link GLMatrixFunc#GL_MODELVIEW} {@link PMVMatrix} for this object. * @param pmv the matrix */ public void setTransform(final PMVMatrix pmv) { final float[] uiTranslate = getPosition(); final float[] ctr = box.getCenter(); final float[] low = box.getLow(); final float hw = ctr[0] - low[0]; // our center is half size final float hh = ctr[1] - low[1]; final float hd = ctr[2] - low[2]; pmv.glTranslatef(uiTranslate[0]-hw, uiTranslate[1]-hh, uiTranslate[2]-hd); // translate less unscaled-center final Quaternion quat = getRotation(); final boolean rotate = !quat.isIdentity(); final float[] uiScale = getScale(); final boolean scale = !VectorUtil.isVec3Equal(uiScale, 0, VectorUtil.VEC3_ONE, 0, FloatUtil.EPSILON); if( rotate || scale ) { final float[] rotOrigin = getRotationOrigin(); final boolean pivot = !VectorUtil.isVec3Zero(rotOrigin, 0, FloatUtil.EPSILON); if( pivot ) { pmv.glTranslatef(rotOrigin[0], rotOrigin[1], rotOrigin[2]); } if( scale ) { pmv.glScalef(uiScale[0], uiScale[1], uiScale[2]); } if( rotate ) { pmv.glRotate(quat); } if( pivot ) { pmv.glTranslatef(-rotOrigin[0], -rotOrigin[1], -rotOrigin[2]); } } // TODO: Add alignment features. pmv.glTranslatef(hw, hh, hd); // add-back center, scaled } /** * Retrieve surface (view) size of this shape. *

* The given {@link PMVMatrix} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param pmv well formed {@link PMVMatrix}, e.g. could have been setup via {@link Scene#setupMatrix(PMVMatrix) setupMatrix(..)} and {@link #setTransform(PMVMatrix)}. * @param viewport the int[4] viewport * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} for successful gluProject(..) operation, otherwise {@code null} * @see #getSurfaceSize(com.jogamp.graph.ui.gl.Scene.PMVMatrixSetup, int[], PMVMatrix, int[]) * @see #getSurfaceSize(Scene, PMVMatrix, int[]) */ public int[/*2*/] getSurfaceSize(final PMVMatrix pmv, final int[/*4*/] viewport, final int[/*2*/] surfaceSize) { // System.err.println("Shape::getSurfaceSize.VP "+viewport[0]+"/"+viewport[1]+" "+viewport[2]+"x"+viewport[3]); final float[] winCoordHigh = new float[3]; final float[] winCoordLow = new float[3]; final float[] high = getBounds().getHigh(); final float[] low = getBounds().getLow(); if( pmv.gluProject(high[0], high[1], high[2], viewport, 0, winCoordHigh, 0) ) { // System.err.printf("Shape::surfaceSize.H: shape %d: obj [%f, %f, %f] -> win [%f, %f, %f]%n", getName(), high[0], high[1], high[2], winCoordHigh[0], winCoordHigh[1], winCoordHigh[2]); if( pmv.gluProject(low[0], low[1], low[2], viewport, 0, winCoordLow, 0) ) { // System.err.printf("Shape::surfaceSize.L: shape %d: obj [%f, %f, %f] -> win [%f, %f, %f]%n", getName(), low[0], low[1], low[2], winCoordLow[0], winCoordLow[1], winCoordLow[2]); surfaceSize[0] = (int)(winCoordHigh[0] - winCoordLow[0]); surfaceSize[1] = (int)(winCoordHigh[1] - winCoordLow[1]); // System.err.printf("Shape::surfaceSize.S: shape %d: %f x %f -> %d x %d%n", getName(), winCoordHigh[0] - winCoordLow[0], winCoordHigh[1] - winCoordLow[1], surfaceSize[0], surfaceSize[1]); return surfaceSize; } } return null; } /** * Retrieve surface (view) size of this shape. *

* The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} given {@link PMVMatrix} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix#gluProject(float, float, float, int[], int, float[], int)} * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} for successful gluProject(..) operation, otherwise {@code null} * @see #getSurfaceSize(PMVMatrix, int[], int[]) * @see #getSurfaceSize(Scene, PMVMatrix, int[]) */ public int[/*2*/] getSurfaceSize(final Scene.PMVMatrixSetup pmvMatrixSetup, final int[/*4*/] viewport, final PMVMatrix pmv, final int[/*2*/] surfaceSize) { pmvMatrixSetup.set(pmv, viewport[0], viewport[1], viewport[2], viewport[3]); setTransform(pmv); return getSurfaceSize(pmv, viewport, surfaceSize); } /** * Retrieve surface (view) size of this shape. *

* The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param surfaceSize int[2] target surface size * @return given int[2] {@code surfaceSize} for successful gluProject(..) operation, otherwise {@code null} * @see #getSurfaceSize(PMVMatrix, int[], int[]) * @see #getSurfaceSize(com.jogamp.graph.ui.gl.Scene.PMVMatrixSetup, int[], PMVMatrix, int[]) */ public int[/*2*/] getSurfaceSize(final Scene scene, final PMVMatrix pmv, final int[/*2*/] surfaceSize) { return getSurfaceSize(scene.getPMVMatrixSetup(), scene.getViewport(), pmv, surfaceSize); } /** * Retrieve pixel per shape-coordinate unit, i.e. [px]/[obj]. *

* The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param pixPerShape float[2] pixel per shape-coordinate unit * @return given float[2] {@code pixPerShape} for successful gluProject(..) operation, otherwise {@code null} * @see #getPixelPerShapeUnit(int[], float[]) * @see #getSurfaceSize(Scene, PMVMatrix, int[]) * @see #getScaledWidth() * @see #getScaledHeight() */ public float[] getPixelPerShapeUnit(final Scene scene, final PMVMatrix pmv, final float[] pixPerShape) { final int[] shapeSizePx = new int[2]; if( null != getSurfaceSize(scene, new PMVMatrix(), shapeSizePx) ) { return getPixelPerShapeUnit(shapeSizePx, pixPerShape); } else { return null; } } /** * Retrieve pixel per shape-coordinate unit, i.e. [px]/[obj]. * @param shapeSizePx int[2] shape size in pixel as retrieved via e.g. {@link #getSurfaceSize(com.jogamp.graph.ui.gl.Scene.PMVMatrixSetup, int[], PMVMatrix, int[])} * @param pixPerShape float[2] pixel per shape-coordinate unit * @return given float[2] {@code pixPerShape} * @see #getPixelPerShapeUnit(Scene, PMVMatrix, float[]) * @see #getSurfaceSize(com.jogamp.graph.ui.gl.Scene.PMVMatrixSetup, int[], PMVMatrix, int[]) * @see #getScaledWidth() * @see #getScaledHeight() */ public float[] getPixelPerShapeUnit(final int[] shapeSizePx, final float[] pixPerShape) { pixPerShape[0] = shapeSizePx[0] / getScaledWidth(); pixPerShape[0] = shapeSizePx[1] / getScaledHeight(); return pixPerShape; } /** * Map given object coordinate relative to this shape to window coordinates. *

* The given {@link PMVMatrix} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param pmv well formed {@link PMVMatrix}, e.g. could have been setup via {@link Scene#setupMatrix(PMVMatrix) setupMatrix(..)} and {@link #setTransform(PMVMatrix)}. * @param viewport the int[4] viewport * @param objPos float[3] object position relative to this shape's center * @param glWinPos int[2] target window position of objPos relative to this shape * @return given int[2] {@code glWinPos} for successful gluProject(..) operation, otherwise {@code null} * @see #shapeToWinCoord(com.jogamp.graph.ui.gl.Scene.PMVMatrixSetup, int[], float[], PMVMatrix, int[]) * @see #shapeToWinCoord(Scene, float[], PMVMatrix, int[]) */ public int[/*2*/] shapeToWinCoord(final PMVMatrix pmv, final int[/*4*/] viewport, final float[/*3*/] objPos, final int[/*2*/] glWinPos) { // System.err.println("Shape::objToWinCoordgetSurfaceSize.VP "+viewport[0]+"/"+viewport[1]+" "+viewport[2]+"x"+viewport[3]); final float[] winCoord = new float[3]; if( pmv.gluProject(objPos[0], objPos[1], objPos[2], viewport, 0, winCoord, 0) ) { // System.err.printf("Shape::objToWinCoord.0: shape %d: obj [%f, %f, %f] -> win [%f, %f, %f]%n", getName(), objPos[0], objPos[1], objPos[2], winCoord[0], winCoord[1], winCoord[2]); glWinPos[0] = (int)(winCoord[0]); glWinPos[1] = (int)(winCoord[1]); // System.err.printf("Shape::objToWinCoord.X: shape %d: %f / %f -> %d / %d%n", getName(), winCoord[0], winCoord[1], glWinPos[0], glWinPos[1]); return glWinPos; } return null; } /** * Map given object coordinate relative to this shape to window coordinates. *

* The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} given {@link PMVMatrix} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix#gluProject(float, float, float, int[], int, float[], int)} * @param objPos float[3] object position relative to this shape's center * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param glWinPos int[2] target window position of objPos relative to this shape * @return given int[2] {@code glWinPos} for successful gluProject(..) operation, otherwise {@code null} * @see #shapeToWinCoord(PMVMatrix, int[], float[], int[]) * @see #shapeToWinCoord(Scene, float[], PMVMatrix, int[]) */ public int[/*2*/] shapeToWinCoord(final Scene.PMVMatrixSetup pmvMatrixSetup, final int[/*4*/] viewport, final float[/*3*/] objPos, final PMVMatrix pmv, final int[/*2*/] glWinPos) { pmvMatrixSetup.set(pmv, viewport[0], viewport[1], viewport[2], viewport[3]); setTransform(pmv); return this.shapeToWinCoord(pmv, viewport, objPos, glWinPos); } /** * Map given object coordinate relative to this shape to window coordinates. *

* The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param objPos float[3] object position relative to this shape's center * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param glWinPos int[2] target window position of objPos relative to this shape * @return given int[2] {@code glWinPos} for successful gluProject(..) operation, otherwise {@code null} * @see #shapeToWinCoord(PMVMatrix, int[], float[], int[]) * @see #shapeToWinCoord(com.jogamp.graph.ui.gl.Scene.PMVMatrixSetup, int[], float[], PMVMatrix, int[]) */ public int[/*2*/] shapeToWinCoord(final Scene scene, final float[/*3*/] objPos, final PMVMatrix pmv, final int[/*2*/] glWinPos) { return this.shapeToWinCoord(scene.getPMVMatrixSetup(), scene.getViewport(), objPos, pmv, glWinPos); } /** * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. *

* The given {@link PMVMatrix} has to be setup properly for this object, * i.e. its {@link GLMatrixFunc#GL_PROJECTION} and {@link GLMatrixFunc#GL_MODELVIEW} for the surrounding scene * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param pmv well formed {@link PMVMatrix}, e.g. could have been setup via {@link Scene#setupMatrix(PMVMatrix) setupMatrix(..)} and {@link #setTransform(PMVMatrix)}. * @param viewport the int[4] viewport * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left * @param objPos float[3] target object position of glWinX/glWinY relative to this shape * @return given float[3] {@code objPos} for successful gluProject(..) and gluUnProject(..) operation, otherwise {@code null} * @see #winToShapeCoord(com.jogamp.graph.ui.gl.Scene.PMVMatrixSetup, int[], int, int, PMVMatrix, float[]) * @see #winToShapeCoord(Scene, int, int, PMVMatrix, float[]) */ public float[/*3*/] winToShapeCoord(final PMVMatrix pmv, final int[/*4*/] viewport, final int glWinX, final int glWinY, final float[/*3*/] objPos) { final float[] ctr = getBounds().getCenter(); final float[] tmp = new float[3]; if( pmv.gluProject(ctr[0], ctr[1], ctr[2], viewport, 0, tmp, 0) ) { // System.err.printf("Shape::winToObjCoord.0: shape %d: obj [%15.10ff, %15.10ff, %15.10ff] -> win [%d / %d -> %7.2ff, %7.2ff, %7.2ff, diff %7.2ff x %7.2ff]%n", getName(), ctr[0], ctr[1], ctr[2], glWinX, glWinY, tmp[0], tmp[1], tmp[2], glWinX-tmp[0], glWinY-tmp[1]); if( pmv.gluUnProject(glWinX, glWinY, tmp[2], viewport, 0, objPos, 0) ) { // System.err.printf("Shape::winToObjCoord.X: shape %d: win [%d, %d, %7.2ff] -> obj [%15.10ff, %15.10ff, %15.10ff]%n", getName(), glWinX, glWinY, tmp[2], objPos[0], objPos[1], objPos[2]); return objPos; } } return null; } /** * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. *

* The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param pmvMatrixSetup {@link Scene.PMVMatrixSetup} to {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} given {@link PMVMatrix} {@code pmv}. * @param viewport used viewport for {@link PMVMatrix#gluUnProject(float, float, float, int[], int, float[], int)} * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param objPos float[3] target object position of glWinX/glWinY relative to this shape * @return given float[3] {@code objPos} for successful gluProject(..) and gluUnProject(..) operation, otherwise {@code null} * @see #winToShapeCoord(PMVMatrix, int[], int, int, float[]) * @see #winToShapeCoord(Scene, int, int, PMVMatrix, float[]) */ public float[/*3*/] winToShapeCoord(final Scene.PMVMatrixSetup pmvMatrixSetup, final int[/*4*/] viewport, final int glWinX, final int glWinY, final PMVMatrix pmv, final float[/*3*/] objPos) { pmvMatrixSetup.set(pmv, viewport[0], viewport[1], viewport[2], viewport[3]); setTransform(pmv); return this.winToShapeCoord(pmv, viewport, glWinX, glWinY, objPos); } /** * Map given gl-window-coordinates to object coordinates relative to this shape and its z-coordinate. *

* The given {@link PMVMatrix} will be {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) setup} properly for this shape * including this shape's {@link #setTransform(PMVMatrix)}. *

* @param scene {@link Scene} to retrieve {@link Scene.PMVMatrixSetup} and the viewport. * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left * @param pmv a new {@link PMVMatrix} which will {@link Scene.PMVMatrixSetup#set(PMVMatrix, int, int, int, int) be setup}, * {@link #setTransform(PMVMatrix) shape-transformed} and can be reused by the caller. * @param objPos float[3] target object position of glWinX/glWinY relative to this shape * @return given float[3] {@code objPos} for successful gluProject(..) and gluUnProject(..) operation, otherwise {@code null} * @see #winToShapeCoord(PMVMatrix, int[], int, int, float[]) * @see #winToShapeCoord(com.jogamp.graph.ui.gl.Scene.PMVMatrixSetup, int[], int, int, PMVMatrix, float[]) */ public float[/*3*/] winToShapeCoord(final Scene scene, final int glWinX, final int glWinY, final PMVMatrix pmv, final float[/*3*/] objPos) { return this.winToShapeCoord(scene.getPMVMatrixSetup(), scene.getViewport(), glWinX, glWinY, pmv, objPos); } public float[] getColor() { return rgbaColor; } public final int getQuality() { return regionQuality; } public final void setQuality(final int q) { this.regionQuality = q; if( null != region ) { region.setQuality(q); } } public final void setSharpness(final float sharpness) { this.shapesSharpness = sharpness; markShapeDirty(); } public final float getSharpness() { return shapesSharpness; } /** * Set base color. *

* Default base-color w/o color channel, will be modulated w/ pressed- and toggle color *

*/ public final void setColor(final float r, final float g, final float b, final float a) { this.rgbaColor[0] = r; this.rgbaColor[1] = g; this.rgbaColor[2] = b; this.rgbaColor[3] = a; } /** * Set pressed color. *

* Default pressed color-factor w/o color channel, modulated base-color. 0.75 * 1.2 = 0.9 *

*/ public final void setPressedColorMod(final float r, final float g, final float b, final float a) { this.pressedRGBAModulate[0] = r; this.pressedRGBAModulate[1] = g; this.pressedRGBAModulate[2] = b; this.pressedRGBAModulate[3] = a; } /** * Set toggle-on color. *

* Default toggle-on color-factor w/o color channel, modulated base-color. 0.75 * 1.13 ~ 0.85 *

*/ public final void setToggleOnColorMod(final float r, final float g, final float b, final float a) { this.toggleOnRGBAModulate[0] = r; this.toggleOnRGBAModulate[1] = g; this.toggleOnRGBAModulate[2] = b; this.toggleOnRGBAModulate[3] = a; } /** * Set toggle-off color. *

* Default toggle-off color-factor w/o color channel, modulated base-color. 0.75 * 0.86 ~ 0.65 *

*/ public final void setToggleOffColorMod(final float r, final float g, final float b, final float a) { this.toggleOffRGBAModulate[0] = r; this.toggleOffRGBAModulate[1] = g; this.toggleOffRGBAModulate[2] = b; this.toggleOffRGBAModulate[3] = a; } @Override public final String toString() { return getClass().getSimpleName()+"["+getSubString()+"]"; } public String getSubString() { return "enabled "+enabled+", toggle[able "+toggleable+", state "+toggle+"], pos["+position[0]+", "+position[1]+", "+position[2]+ "], scale["+scale[0]+", "+scale[1]+", "+scale[2]+ "], box "+box; } // // Input // public void setPressed(final boolean b) { this.down = b; markStateDirty(); } public boolean isPressed() { return this.down; } public void setToggleable(final boolean toggleable) { this.toggleable = toggleable; } /** * Returns true if this shape is toggable, * i.e. rendered w/ {@link #setToggleOnColorMod(float, float, float, float)} or {@link #setToggleOffColorMod(float, float, float, float)}. */ public boolean isToggleable() { return toggleable; } public void setToggle(final boolean v) { toggle = v; markStateDirty(); } public void toggle() { if( isToggleable() ) { toggle = !toggle; } markStateDirty(); } public boolean isToggleOn() { return toggle; } /** * Set whether this shape is draggable, * i.e. translated by 1-pointer-click and drag. *

* Default draggable is true. *

*/ public void setDraggable(final boolean draggable) { this.draggable = draggable; } public boolean isDraggable() { return draggable; } /** * Set whether this shape is resizable, * i.e. zoomed by 1-pointer-click and drag in 1/4th bottom-left and bottom-right corner. *

* Default resizable is true. *

*/ public void setResizable(final boolean resizable) { this.resizable = resizable; } public boolean isResizable() { return resizable; } public final void addMouseListener(final MouseGestureListener l) { if(l == null) { return; } @SuppressWarnings("unchecked") final ArrayList clonedListeners = (ArrayList) mouseListeners.clone(); clonedListeners.add(l); mouseListeners = clonedListeners; } public final void removeMouseListener(final MouseGestureListener l) { if (l == null) { return; } @SuppressWarnings("unchecked") final ArrayList clonedListeners = (ArrayList) mouseListeners.clone(); clonedListeners.remove(l); mouseListeners = clonedListeners; } /** * Combining {@link MouseListener} and {@link GestureListener} */ public static interface MouseGestureListener extends MouseListener, GestureListener { } /** * Convenient adapter combining dummy implementation for {@link MouseListener} and {@link GestureListener} */ public static abstract class MouseGestureAdapter extends MouseAdapter implements MouseGestureListener { @Override public void gestureDetected(final GestureEvent gh) { } } /** * {@link Shape} event info for propagated {@link NEWTEvent}s * containing reference of {@link #shape the intended shape} as well as * the {@link #objPos rotated relative position} to this shape. * The latter is normalized to bottom-left zero origin, allowing easier usage. */ public static class EventInfo { /** The associated {@link Shape} for this event */ public final Shape shape; /** The relative object coordinate of glWinX/glWinY to the associated {@link Shape}. */ public final float[] objPos; /** The GL window coordinates, origin bottom-left */ public final int[] winPos; /** The drag delta of the relative object coordinate of glWinX/glWinY to the associated {@link Shape}. */ public final float[] objDrag = { 0f, 0f }; /** The drag delta of GL window coordinates, origin bottom-left */ public final int[] winDrag = { 0, 0 }; /** * Ctor * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left * @param shape associated shape * @param objPos relative object coordinate of glWinX/glWinY to the associated shape. */ EventInfo(final int glWinX, final int glWinY, final Shape shape, final float[] objPos) { this.winPos = new int[] { glWinX, glWinY }; this.shape = shape; this.objPos = objPos; } @Override public String toString() { return "EventDetails[winPos ["+winPos[0]+", "+winPos[1]+"], objPos ["+objPos[0]+", "+objPos[1]+", "+objPos[2]+"], "+shape+"]"; } } private boolean dragFirst = false; private final float[] objDraggedFirst = { 0f, 0f }; // b/c its relative to Shape and we stick to it private final int[] winDraggedLast = { 0, 0 }; // b/c its absolute window pos private boolean inDrag = false; private int inResize = 0; // 1 br, 2 bl private static final float resize_sxy_min = 0.03f; // TODO: Maybe customizable? private static final float resize_section = 1f/5f; // resize action in a corner /** * Dispatch given NEWT mouse event to this shape * @param e original Newt {@link MouseEvent} * @param glWinX in GL window coordinates, origin bottom-left * @param glWinY in GL window coordinates, origin bottom-left * @param objPos object position of mouse event relative to this shape */ /* pp */ final void dispatchMouseEvent(final MouseEvent e, final int glWinX, final int glWinY, final float[] objPos) { final Shape.EventInfo shapeEvent = new EventInfo(glWinX, glWinY, this, objPos); final short eventType = e.getEventType(); if( 1 == e.getPointerCount() ) { switch( eventType ) { case MouseEvent.EVENT_MOUSE_CLICKED: toggle(); break; case MouseEvent.EVENT_MOUSE_PRESSED: dragFirst = true; setPressed(true); break; case MouseEvent.EVENT_MOUSE_RELEASED: // Release active shape: last pointer has been lifted! setPressed(false); inDrag = false; inResize = 0; break; } } switch( eventType ) { case MouseEvent.EVENT_MOUSE_DRAGGED: { // 1 pointer drag and potential drag-resize if(dragFirst) { objDraggedFirst[0] = objPos[0]; objDraggedFirst[1] = objPos[1]; winDraggedLast[0] = glWinX; winDraggedLast[1] = glWinY; dragFirst=false; final float ix = objPos[0]; final float iy = objPos[1]; final float minx_br = box.getMaxX() - box.getWidth() * resize_section; final float miny_br = box.getMinY(); final float maxx_br = box.getMaxX(); final float maxy_br = box.getMinY() + box.getHeight() * resize_section; if( minx_br <= ix && ix <= maxx_br && miny_br <= iy && iy <= maxy_br ) { inResize = 1; // bottom-right } else { final float minx_bl = box.getMinX(); final float miny_bl = box.getMinY(); final float maxx_bl = box.getMinX() + box.getWidth() * resize_section; final float maxy_bl = box.getMinY() + box.getHeight() * resize_section; if( minx_bl <= ix && ix <= maxx_bl && miny_bl <= iy && iy <= maxy_bl ) { inResize = 2; // bottom-left } else { inDrag = true; } } if( DEBUG ) { System.err.printf("DragFirst: drag %b, resize %d, obj[%.4f, %.4f, %.4f], drag +[%.4f, %.4f]%n", inDrag, inResize, objPos[0], objPos[1], objPos[2], shapeEvent.objDrag[0], shapeEvent.objDrag[1]); System.err.printf("DragFirst: %s%n", this); } return; } shapeEvent.objDrag[0] = objPos[0] - objDraggedFirst[0]; shapeEvent.objDrag[1] = objPos[1] - objDraggedFirst[1]; shapeEvent.winDrag[0] = glWinX - winDraggedLast[0]; shapeEvent.winDrag[1] = glWinY - winDraggedLast[1]; winDraggedLast[0] = glWinX; winDraggedLast[1] = glWinY; if( 1 == e.getPointerCount() ) { final float sdx = shapeEvent.objDrag[0] * scale[0]; // apply scale, since operation final float sdy = shapeEvent.objDrag[1] * scale[1]; // is from a scaled-model-viewpoint if( 0 != inResize && resizable ) { final float bw = box.getWidth(); final float bh = box.getHeight(); final float dsx; if( 1 == inResize ) { dsx = scale[0] + sdx/bw; // bottom-right } else { dsx = scale[0] - sdx/bw; // bottom-left } final float dsy = scale[1] - sdy/bh; if( resize_sxy_min <= dsx && resize_sxy_min <= dsy ) { // avoid scale flip if( DEBUG ) { System.err.printf("DragZoom: resize %d, win[%4d, %4d], obj[%.4f, %.4f, %.4f], dxy +[%.4f, %.4f], sdxy +[%.4f, %.4f], scale [%.4f, %.4f] -> [%.4f, %.4f]%n", inResize, glWinX, glWinY, objPos[0], objPos[1], objPos[2], shapeEvent.objDrag[0], shapeEvent.objDrag[1], sdx, sdy, scale[0], scale[1], dsx, dsy); } if( 1 == inResize ) { move( 0, sdy, 0f); // bottom-right, sticky left- and top-edge } else { move( sdx, sdy, 0f); // bottom-left, sticky right- and top-edge } setScale(dsx, dsy, scale[2]); } return; // FIXME: pass through event? Issue zoom event? } else if( inDrag && draggable ) { if( DEBUG ) { System.err.printf("DragMove: win[%4d, %4d] +[%2d, %2d], obj[%.4f, %.4f, %.4f] +[%.4f, %.4f]%n", glWinX, glWinY, shapeEvent.winDrag[0], shapeEvent.winDrag[1], objPos[0], objPos[1], objPos[2], shapeEvent.objDrag[0], shapeEvent.objDrag[1]); } move( sdx, sdy, 0f); // FIXME: Pass through event? Issue move event? } } } break; } e.setAttachment(shapeEvent); for(int i = 0; !e.isConsumed() && i < mouseListeners.size(); i++ ) { final MouseGestureListener l = mouseListeners.get(i); switch( eventType ) { case MouseEvent.EVENT_MOUSE_CLICKED: l.mouseClicked(e); break; case MouseEvent.EVENT_MOUSE_ENTERED: l.mouseEntered(e); break; case MouseEvent.EVENT_MOUSE_EXITED: l.mouseExited(e); break; case MouseEvent.EVENT_MOUSE_PRESSED: l.mousePressed(e); break; case MouseEvent.EVENT_MOUSE_RELEASED: l.mouseReleased(e); break; case MouseEvent.EVENT_MOUSE_MOVED: l.mouseMoved(e); break; case MouseEvent.EVENT_MOUSE_DRAGGED: l.mouseDragged(e); break; case MouseEvent.EVENT_MOUSE_WHEEL_MOVED: l.mouseWheelMoved(e); break; default: throw new NativeWindowException("Unexpected mouse event type " + e.getEventType()); } } } /** * @param e original Newt {@link GestureEvent} * @param glWinX x-position in OpenGL model space * @param glWinY y-position in OpenGL model space * @param pmv well formed PMVMatrix for this shape * @param viewport the viewport * @param objPos object position of mouse event relative to this shape */ /* pp */ final void dispatchGestureEvent(final GestureEvent e, final int glWinX, final int glWinY, final PMVMatrix pmv, final int[] viewport, final float[] objPos) { if( resizable && e instanceof PinchToZoomGesture.ZoomEvent ) { final PinchToZoomGesture.ZoomEvent ze = (PinchToZoomGesture.ZoomEvent) e; final float pixels = ze.getDelta() * ze.getScale(); // final int winX2 = glWinX + Math.round(pixels); final float[] objPos2 = winToShapeCoord(pmv, viewport, winX2, glWinY, new float[3]); if( null == objPos2 ) { return; } final float dx = objPos2[0]; final float dy = objPos2[1]; final float sx = scale[0] + ( dx/box.getWidth() ); // bottom-right final float sy = scale[1] + ( dy/box.getHeight() ); if( DEBUG ) { System.err.printf("DragZoom: resize %b, obj %4d/%4d, %.3f/%.3f/%.3f %.3f/%.3f/%.3f + %.3f/%.3f -> %.3f/%.3f%n", inResize, glWinX, glWinY, objPos[0], objPos[1], objPos[2], position[0], position[1], position[2], dx, dy, sx, sy); } if( resize_sxy_min <= sx && resize_sxy_min <= sy ) { // avoid scale flip if( DEBUG ) { System.err.printf("PinchZoom: pixels %f, obj %4d/%4d, %.3f/%.3f/%.3f %.3f/%.3f/%.3f + %.3f/%.3f -> %.3f/%.3f%n", pixels, glWinX, glWinY, objPos[0], objPos[1], objPos[2], position[0], position[1], position[2], dx, dy, sx, sy); } // move(dx, dy, 0f); setScale(sx, sy, scale[2]); } return; // FIXME: pass through event? Issue zoom event? } final Shape.EventInfo shapeEvent = new EventInfo(glWinX, glWinY, this, objPos); e.setAttachment(shapeEvent); for(int i = 0; !e.isConsumed() && i < mouseListeners.size(); i++ ) { mouseListeners.get(i).gestureDetected(e); } } // // // protected void clearImpl(final GL2ES2 gl, final RegionRenderer renderer) { } protected void destroyImpl(final GL2ES2 gl, final RegionRenderer renderer) { } protected abstract void addShapeToRegion(); // // // protected OutlineShape createDebugOutline(final OutlineShape shape, final AABBox box) { final float d = 0.025f; final float tw = box.getWidth() + d*2f; final float th = box.getHeight() + d*2f; final float minX = box.getMinX() - d; final float minY = box.getMinY() - d; final float z = 0; // box.getMinZ() + 0.025f; // CCW! shape.moveTo(minX, minY, z); shape.lineTo(minX+tw, minY, z); shape.lineTo(minX+tw, minY + th, z); shape.lineTo(minX, minY + th, z); shape.closePath(); // shape.addVertex(minX, minY, z, true); // shape.addVertex(minX+tw, minY, z, true); // shape.addVertex(minX+tw, minY + th, z, true); // shape.addVertex(minX, minY + th, z, true); // shape.closeLastOutline(true); return shape; } }